Rigel Stardin
SOC-13
I could never understand why Traveller ship design didn't allow for ships to travel from point A to point B and back again without a fuel scoop?
I could never understand why Traveller ship design didn't allow for ships to travel from point A to point B and back again without a fuel scoop?
I could never understand why Traveller ship design didn't allow for ships to travel from point A to point B and back again without a fuel scoop?
I deal with it in two ways in MTU.
One is reduce the fuel for Jump by half, and then I have enough for round trips using the standard tankage.
The other is figure that in established areas, a one-way fuel trip is not a problem, similar to modern aircraft refueling at every stop. Ships that need the round trip ability pay a lot more for more efficient Jump Drives which allow for the round trips. This way, I get a lot more distinction between military and civilian ships, as military ships typically need the round-trip ability.
I like this. Another alternative (with the half jump fuel usage) is that military and scout vessels have tankage as designed (and therefor round trip capability) but that many civilian freighters and liners can cut their tankage down and have more cargo capacity, as they only travel to systems where they can buy fuel. Frontier tramp freighters may also go with tankage as designed, since they may need it for the return trip. A neat way of handling this while still being able to use a lot of published designs.
So, anyway, be careful what you wish for.
I deal with it in two ways in MTU.
I'm not aware of any "one -way" rules.The biggest headache the one-way rules cause is for exploration and space combat.
In the version of Traveller I use, no such issue exists.I could never understand why Traveller ship design didn't allow for ships to travel from point A to point B and back again without a fuel scoop?
I could never understand why Traveller ship design didn't allow for ships to travel from point A to point B and back again without a fuel scoop?
I deal with it a bit differently IMTU. I have an advantage because I never had the OTU as a background.
I have the Jump Drive as stated as the fastest human-built FTL drive. One problem is that the J-Drive cannot use fission power sources (I assume because the jump needs a massive amount of power in a short time period and a fission reactor can't support that).
So I have Hyperdrive (H-Drive) and the Hypersail Drive (S-Drive). These both use less power than the J-Drive and can be powered by fission drives happily (or for that matter a clockwork power source - at one time I was working on the numbers for such a power source). I've also used batteries and energy cells, but they aren't efficient enough at the TLs I'm running at for my current campaign.
I've also never believed in normal star ships that can skim gas giants efficiently.
.....
And keeping the H- and S-Drives slower than the J-Drive keeps a reason for having the J-Drive around.
All I’m trying to point out here is early star travel is hinder by the rule set provide by the game. Traveller assumes at the point a races is ready to start expansion key elements are in place for round trips to take place. When in fact, most of the time those elements are missing in real world scenarios. The moon landing would have been delayed by years had we taken the outlook present to us by Traveller. The discovery that the moon had water would spur exploration. Columbus’s voyage would have been seen as a failure without the means of returning to Spain. The belief that the world was flat would have continued for centuries without the sail.
a 1000 TD can exceed 75% under bk 5Because carrying any more fuel than you absolutely have to reduces your payload.
If you're not interested in hauling cargo, you can get around 70% of a ship to carry fuel. That's enough to get 3 parsecs away, dump a bit of fuel to build up a cache, and get back again. It may be more efficient to jump out two parsecs and dump a lot more fuel, or only one parsec and dump even more fuel; I have'nt sat down and worked out the various options. But getting out and back again is not a problem, at least not once the jump-to-deep-space technique has been invented. It's just a matter of how much time you put into it.
Hans
One is reduce the fuel for Jump by half, and then I have enough for round trips using the standard tankage.
I tried designing this into a new campaign (MgT rules), and I broke the ship rules. (Not literally, of course!) It became TOO easy to design ships, even small ones, capable of fulfilling most mission requirements (or those most players would be called to perform). (This setting will be a small ship universe, btw.)
So instead I developed the following formula for jump fuel use:
Ships require a minimum 10% volume of fuel for jump-1. Each level of jump above this adds the square of that jump level in volume. So:
Jump-1 = 10%
Jump-2 = 14%
Jump-3 = 20%
Jump-4 = 28%
Jump-5 = 38%
Jump-6 = 50%
Enough of a space savings to make a big difference at the mid-range jumps, and absolutely no difference at jump-1, of course. I've found so far that it seems to work out ok, gets me where I want the campaign to be.
We'll see if it works long term.
It's not the square. My math makes it:I think I like the concept, but I don't get the numbers.
J-2 = 10% + (2 * 2)%
I get that one. Would you mind explaining how you get your numbers above 2?
Thanks in advance.
First thing I have to correct is this notion. That is patently untrue. Anyone who can see a horizon (yes, at sea is clearer, we get that) can work out that the world is round. It didn't take sailors to know this, much less by sailing "around the world."The belief that the world was flat would have continued for centuries without the sail.
How is this true? What key elements are missing? Hydrogen is the most abundant element in the known universe. The vast majority of star systems in Traveller have gas giants or planets with *some* sort of surface water. And, of course, there are always ice asteroids if you're desperate. Are you saying that people jump to a star before they have done the distant probing of said star system? Who said the original explorers didn't double up their fuel? It is very easy to do, and those original explorers didn't have to carry cargo with them.Traveller assumes at the point a races is ready to start expansion key elements are in place for round trips to take place. When in fact, most of the time those elements are missing in real world scenarios.
Not even remotely.In exploration scenarios Traveller makes races wait until fuel scoops technology is available before a race can start expansion.
Ummmm, they do. There are some broken designs in Traveller, sure, but that doesn't necessarily make the whole paradigm broken.In reality, mankind would make ships that carried extra fuel for the return trip
In RL, tankers are incredibly important - whether using ships or aircraft as your point of departure.Tankers would be more important than battleships because without them there would be no way your force could return to friendly territory without them.
Any idea how hard it is to cut off your ability to refuel? Go find a bunch of the threads around here about tactics and strategy of defending a star system from bad guys, and how you can't guard everything very easily. Again, hydrogen is the most abundant element in the universe.Even under a trade scenario with hostile neighbors, all the trade federation has to do is cut off your ability to refuel and that would end your crews’ chance of returning to friendly space.
Nope, you have it right.Am I missing something?
He didn't square, he doubled.I think I like the concept, but I don't get the numbers.